I’ve been tinkering around with the tutorial mission, using it as a test-bed for ship designs, but I’ve noticed a few things.
Mainly, I noticed the enemy AI picking off ships that allow them to screw up my fleet the most, while my ships seem intent on doing the opposite.
Here’s what I mean: I put in two frigates as an experiment (I can do the mission with three frigates, haven’t quite gotten two frigs to do it yet). One’s built to rush in close and dish out punishment while sucking up damage with it’s shields. The other is built to be a sniper, hanging back and banging away with high-powered weapons. The sniper’s not built to take a beating, but then, that’s not what it’s designed to do. So what happens when the fight starts? Well, my rusher goes in and does his job, the sniper hangs back, and the enemy AI aims right at my sniper. Kaboom in very short order. And, obviously, the rusher can’t solo the mission.
They’re the same ship class. I sure as hell don’t see a ‘Attack Most Important Ship’ order on my list. And ya know what I’ve also noticed? My ships are trigger-happy. I put in one cruiser on the same mission, and what happens? The weapons all fire at different ships. This isn’t the first time I’ve seen that, either, it happens in larger-scale fights as well, even when my ships are set to Co-operative and Vulture. If my target painter is locked onto a nearby ship, I do not expect the missile launchers on the same cruiser to be firing at another ship on the far side. What kinda goofballs do I have for captains anyways??